The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Mage Guide
By Spiders and 1 collaborators
This is a guide to teach magic to all those who find it too complicated or those who just can't make a good enough mage to last until end-game. It will go over the basic skills to become a mage, the perk trees and what they do, and even what spell to use when. If you follow this guide, then few will be able to stand up to you.
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Introduction
In this guide, I will go over the basics of Skyrim Vanilla magic and all aspects that I can. I have played the game several times over as a mage with varying playstyles and spells. I know what I'm talking about in this guide, so before the select few go straight down to the comment section and complain that I don't know what I'm talking about, I suggest you re-think that action. Besides, your comment will just be deleted anyway. Without further ado, here's the guide.
Basics
The basics of magic are that there's a great variety of spells: some are made to kill enemies, some are made to protect you, some are made to summon allies, the list goes on.

The most common types of spells are as follows:

Harmful spells for attacking enemies.

Protective spells for protecting you from damage and summoning allies.

Utility spells for use as backup or outside of combat.
Build and Races
Several races have a bonus to magic skill trees, however this doesn't matter in the long run. The races that have bonuses to magic are as follows:

Altmer (High Elf)
-Alteration +5
-Conjuration +5
-Destruction +5
-Illusion +10
-Restoration +5
-Enchanting +5
-ADDED BONUS: +50 mana
-ADDED BONUS: Regen mana 25x faster once a day

Argonian
-Alteration +5
-Restoration +5
-ADDED BONUS: Regen Health 10x faster once a day
-ADDED BONUS: Resist 50% of Diseases

Breton (Manmer [Yes, that's a thing])
-Alteration +5
-Conjuration +10
-Illusion +5
-Restoration +5
-ADDED BONUS: Absorb 50% mana once a day
-ADDED BONUS: Resist 25% of Magic

Bosmer (Wood Elf)
-ADDED BONUS: Resist 50% of Poison and Disease

Dunmer (Dark Elf)
-Alteration +5
-Destruction +10
-Illusion +5
-ADDED BONUS: Resist 50% Fire

Imperial
-Destruction +5
-Restoration +10
-Enchanting +5
ADDED BONUS: Find more money than other races. Good for getting money to pay for tomes.

Nord
-ADDED BONUS: Resist 50% Frost

Orsimer (Orc)
-Enchanting +5

Redguard
-Alteration +5
-Destruction +5
-ADDED BONUS: Resist 50% of Poison

Looking at racial skill bonuses and relevant racial powers and bonuses, Altmer, Manmer, and Argonians are great starting points for mages, Altmer and Manmer because of their ability to regen or absorb mana and Argonians because of their ability to regen health at an amazing rate. My recommendation is an Altmer for the extra mana and the mana regen power. The choice is yours, as you may even want to be a Bosmer (Wood Elf) mage or even a Nord! In the long run, it doesn't matter, so you make whatever class you want, I'm just recommending.

The main build is somewhat simple: use spells for both hands and favroite your most powerful and useful spells and keep healing and mana potions on you in emergencies.
Novice Magic
Novice-level spells are the cheapest to cast and the weakest compared to the other spells. They are useful early on and in certain situations later in the game.

Alteration
There are (technically) three novice spells for Alteration:

Candlelight - Creates a floating light above the character to act as a torch for 60 seconds.

Oakflesh - Raises the casters armor rating by 40 points for 60 seconds.

Equilibrium - Converts 25 points of Health to Mana per second. This can kill the caster if they're not careful. This spell is classified in-game as a novice spell.

Conjuration
There are four novice spells for Conjuration:

Bound Dagger - Summons a bound dagger in the casters hand for 120 seconds and can be dispelled manually by sheathing. Requires Dragonborn.

Bound Sword - Summons a bound sword in the casters hand for 120 seconds and can be dispelled manually by sheathing.

Conjure Familiar - Summons a familiar for 60 seconds wherever the caster is pointing to aid the caster. Manmer (Bretons) start with this spell.

Raise Zombie - Raises a weak corpse for 60 seconds to aid the caster.

Destruction
There are (technically) four novice Destruction spells:

Flames - A line of fire from the casters hand dealing 8 points of damage as well as afterburn. All races start with this spell.

Frostbite - A line of frost from the casters hand dealing 8 points of damage to Health and Stamina

Sparks - A line of lightning dealing 8 points of damage to Health and Mana. Dunmer start with this spell.

Vampiric Drain - A line of draining energy that transfers target Health to the caster for a varying amount. This spell is only available to Vampires, regardless of magical affinity and is classified in-game as a novice spell.

Illusion
There are three novice Illusion spells:

Clairvoyance - Shows the path to the current goal for as long as the spell is cast.

Courage - Target won't flee for 60 seconds and receives 25 extra points of Health and Stamina.

Fury - Target (up to level 6) attacks ANY nearby NPCs or creatures for 30 seconds. Altmer start with this spell.

Restoration
There are two novice Restoration spells:

Healing - Restores 10 points of the casters Health per second as long as the spell in cast. All races start with this spell.

Lesser Ward - Increases armor rating by 40 points and blocks up to 40 points of magic for as long as the spell in cast.
Apprentice Magic
Apprentice level spells are the next step after novice. They are fairly cheap and sort-of weak, but you may find that you use these the most often.

Alteration
There are two apprentice level Alteration spells:

Magelight - A ball of light that floats on a targeted surface for 60 seconds.

Stoneflesh - Increases armor rating by 60 points for 60 seconds.

Conjuration
There are seven apprentice level Conjuration spells:

Bound Battleaxe - Summons a bound battleaxe in the casters hand for 120 seconds.

Conjure Boneman - Summons a boneman at the target surface for 60 seconds. Requires Dawnguard. Only available in the Soul Cairn.

Conjure Flame Atronach - Summons a flame atronach at the target surface for 60 seconds.

Flaming Familiar - Summons a flaming familiar that will charge into battle and explode. Only available as a quest reward for the quest "A Scroll For Anska".

Reanimate Corpse - Raises a more powerful corpse for 60 seconds.

Soul Trap - If the target dies in 60 seconds, they will fill the weakest possible soul gem.

Summon Arvak - Summons Arvak from the Soul Cairn to act as your steed. Requires Dawnguard. Only available in the Soul Cairn.

Destruction
There are (technically) eight apprentice level Destruction spells:

Firebolt - Fires a bolt of fire dealing 25 points of damage on a single target.

Fire Rune - Places a fire rune on a nearby surface that explodes when an enemy walks near it for 50 points of damage.

Ignite - A flame blast that does 4 points of damage on a target for 18 seconds. Requires Dragonborn. Only available if Ahzidal's Ring of Arcana is equipped.

Ice Spike - A spike of ice that does 25 points of damage to Health and Stamina.

Ice Rune - Places a rune on a nearby surface that explodes when an enemy walks near it for 50 points of frost damage.

Freeze - A blast of ice that does 20 points of frost damage and slows the target for 15 seconds. Requires Dragonborn. Only available if Ahzidal's Ring of Arcana is equipped.

Lightning Bolt - A bolt of lightning that does 25 points of damage to Health and Mana.

Lightning Rune - Places a lightning rune on a nearby surface that explodes when an enemy walks near it for 50 points of shock damage.

Illusion
There are three apprentice level Illusion spells:

Calm - Calm up to level 9 targets for 30 seconds or unless attacked.

Fear - Targets up to level 9 flee for 30 seconds.

Muffle - Caster moves more quietly for 30 seconds.

Restoration
There are six apprentice level Restoration spells:

Fast Healing - Heals the caster for 50 points.

Healing Hands - Heals a target for 10 Health per second as long as it is cast, aside from undead, atronachs, or automatons.

Necromantic Healing - Heals an undead target for 10 Health per second as long as it is cast, but not atronachs, automatons, or living NPCs. Requires Dawnguard.

Steadfast Ward - Increases armor rating by 60 points and block up to 60 points of magic as long as it is cast.

Turn Lesser Undead - Undead up to level 6 flee for 30 seconds.

Sun Fire - Undead take 25 sun damage.
Adept Magic
Adept magic is the middle child of magic. It can be quite powerful and will probably be the magic you use most of the late game. These spells are somewhat expensive, depending on your stat spread, but are of good power.

Alteration
There are six adept level Alteration spells:

Ash Shell - Targets that fail to resist are immobilized in Ash for 30 seconds. Requires Dragonborn.

Detect Life - Nearby living creatures and people can be seen through walls as long as the spell is cast.

Ironflesh - Raises the casters armor rating by 80 points for 60 seconds.

Telekinesis - Brings an object to you from a distance as long as it is cast and can be throw by stopping the cast or added to the inventory by activating the object while casting.

Transmute - Turns Iron Ore to Silver Ore and Silver Ore to Gold Ore. Must be found in either Ansilvund Burial Chambers or Halted Stream Camp. Cannot be purchased.

Waterbreathing - The caster can breathe underwater for 60 seconds. NOTE: this spell is useless to Argonians, as they already breathe underwater.

Conjuration
There are seven adept level Conjuration spells:

Banish Daedra - Lesser daedra are banished to Oblivion.

Bound Bow - Summons a bound bow and 100 bound arrows to the casters hand for 120 seconds and can dispel by either unequipping the bow or sheathing it. Once all arrows are used, it will immediately equip the weakest arrow the caster has.

Conjure Ash Spawn - Summons an ash spawn for 60 seconds. Requires Dragonborn.

Conjure Frost Atronach - Summons a frost atronach for 60 seconds.

Conjure Mistman - Summons a mistman for 60 seconds. Requires Dawnguard.

Conjure Seeker - Summons a seeker for 60 seconds. Requires Dragonborn.

Revenant - Raises a powerful corpse for 60 seconds.

Destruction
There are seven adept level Destruction spells:

Chain Lightning - A bolt of lightning that deals 40 damage to Health and half to Mana before leaping to another target.

Lightning Cloak - A cloak of lightning that deals 8 damage to Health and half to Mana to any enemies that get to close to the caster. Lasts 60 seconds.

Ice Storm - A wave of frost that deals 40 damage to Health and Stamina to all in the way.

Frost Cloak - A clock of ice that deals 8 points of damage to Health and Stamina to all enemies that get to close to the caster. Lasts 60 seconds.

Fireball - A ball of fire that explodes on impact with a target or surface, dealing 40 damage to Health and all targets suffer afterburn.

Flame Cloak - A cloak of fire that deals 8 points of damage to Health to all enemies that get too close. Lasts 60 Seconds.

Whirlwind Cloak - For 60 seconds, nearby targets have a chance of being flung away.

Illusion
There are three adept level Illusion spells:

Frenzy - All targets in blast radius up to level 14 are frenzied for 30 seconds.

Frenzy Rune - Targets that fail to resist are frenzied for 30 seconds.

Rally - Targets in blast radius won't flee for 60 seconds and receive 25 more points of Health and Stamina.

Restoration
There are nine adept level Restoration spells:

Close Wounds - Heals the caster 100 points of Health.

Greater Ward - Armor rating raised by 80 points and block up to 80 points of magic.

Heal Other - Heals target for 75 points of Health, except undead, deadra, and automatons.

Heal Undead - Heals undead for 75 points, but not deadra, automatons, and the living.

Poison Rune - Any enemy that walks too close to the run takes 3 poison damage for 30 seconds.

Repel Lesser Undead - All undead up to level 8 flee for 30 seconds.

Stendarr's Aura - For 60 seconds, undead take 10 sun damage per second. Requires Dawnguard.

Turn Undead - Undead up to level 13 flee for 30 seconds.

Vampire's Bane - Explosion of sun damage for 40 points in a 15 foot radius on the target.
Expert Magic
Expert magic is later-game magic that you probably won't obtain for a while. It is fairly expensive to cast and is very powerful. You will most likely not be using it until a few levels later.

Alteration
There are four expert level Alteration spells:

Ebonyflesh - Raises armor rating by 100 points for 60 seconds.

Detect Dead - See all dead and undead through walls, but not automatons, daedra, or the living for as long as it is cast.

Paralyze - Targets that fail to resist are paralyzed for 10 seconds.

Ash Rune - Places an ash rune on a nearby surface that immobilizes enemies in ash that get too close for 30 seconds. Requires Dragonborn.

Conjuration
There are seven expert level Conjuration spells:

Conjure Ash Guardian - Summons an ash guardian that will protect the target area. However, it requires a heart stone in the casters inventory to remain loyal, without which, it will become hostile. Requires Dragonborn.

Command Daedra - Powerful summoned daedra and risen corpses are under your control.

Conjure Dremora Lord - Summons a dremora lord for 60 seconds.

Conjure Storm Atronach - Summons a storm atronach for 60 seconds.

Conjure Wrathman - Summons a wrathman from the Soul Cairn for 60 seconds. Requires Dawnguard. Only obtainable from the Soul Cairn.

Dread Zombie - Very powerful corpses are risen for 60 seconds.

Expel Daedra - Powerful summoned daedra are expelled to Oblivion.

Destruction
There are six expert level Destruction spells:

Incinerate - A bolt of fire that does 60 points of damage and deals afterburn.

Icy Spear - A spear of ice that does 60 points of damage to Health and Stamina.

Thunderbolt - A bolt of lightning that does 60 points of damage to Health and Mana.

Wall of Flames - Creates a flame barrier that does 50 points of damage per second to any who pass through it.

Wall of Frost - Creates a frost barrier that does 50 points of damage to Health and Stamina to all who pass through it.

Wall of Lightning - Creates a lightning barrier that does 50 points of damage to Health and Mana to all who pass through it.

Illusion
There are three expert level Illusion spells:

Invisibility - Renders the caster completely invisible for 60 seconds or until the caster interacts with an item, opens a door, or any other form of interaction.

Pacify - Creatures and people up to level 20 won't fight for 60 seconds or until attacked.

Rout - Creatures and people up to level 20 will flee for 30 seconds.

Restoration
There are four expert level Restoration spells:

Circle of Protection - Undead up to level 20 that enter the circle will flee.

Grand Healing - Heals all nearby targets for 200 points. Includes enemies.

Repel Undead - Undead up to level 16 flee for 30 seconds.

Turn Greater Undead - Undead up to level 21 flee for 30 seconds.
Enchanting
You may be wondering where the Master Magic tab is. Master Magic requires a few more steps than practicing magic and buying tomes, so they'll be described later, each one with its own tab.

Enchanting is the art of binding magical effects to weapons, armor, and jewelry. Enchanting is used by adventurers from all walks of life, but mostly by mages and warriors. There are many enchantments in Vanilla Skyrim and even more from DLCs, so the enchantments will only have a brief effect statement.

Armor, Jewelry, and Clothing

Fortify:
  • Alchemy- brewed potions and poisons are x% more powerful
  • Alteration- alteration spells cost x% less to cast
  • Archery- bows do x% more damage
  • Barter- prices are x% better
  • Block- blocks x% more damage
  • Conjuration- conjuration spells cost x% less to cast
  • Destruction- destruction spells cost x% less to cast
  • Heavy Armor- increases heavy armor by x points
  • Illusion- illusion spells cost x% less to cast
  • Light Armor- increases light armor skill by x points
  • Lockpicking- lockpicking is x% easier
  • One Handed- one handed weapons do x% more damage
  • Pickpocket- pickpocketing is x% easier
  • Restoration- restoration spells cost x% less to cast
  • Smithing- tempers weapons and armor x% better
  • Sneak- sneaking is x% easier
  • Two Handed- two handed weapons do x% more damage

Fortify Stat/Attribute:
  • Health Regeneration- health regenerates x% faster
  • Health- increases health by x points
  • Mana- increases mana by x points
  • Mana Regeneration- mana regenerates x% faster
  • Stamina- increases stamina by x points
  • Stamina Regeneration- stamina regenerates x% faster

Fortify Other:
  • Carry Weight: carry weight is increases by x points
  • Unarmed- unarmed attacks do x more damage
  • Alteration & Mana Regeneration- alteration spells cost x% less to cast and mana regenerates x% faster
  • Conjuration & Mana Regeneration- conjuration spells cost x% less to cast and mana regenerates x% faster
  • Destruction & Mana Regeneration- destruction spells cost x% less to cast and mana regenerates x% faster
  • Illusion & Mana Regeneration- illusion spells cost x% less to cast and mana regenerates x% faster
  • Restoration and Mana Regeneration- restoration spells cost x% less to cast and mana regenerates x% faster

Resistance:
  • Disease- resist x% of diseases
  • Fire- resist x% of fire
  • Frost- resist x% of frost
  • Shock- resist x% of shock
  • Poison- resist x% of poison
  • Magic- resist x% of magic

Weapons

Absorb:
  • Health- absorb x points of health per hit
  • Mana- absorb x points of mana per hit
  • Stamina- absorb x points of stamina per hit

Damage:
  • Fire- deals x points of fire damage per hit, targets take afterburn
  • Frost- deals x points of frost damage per hit and half to stamina
  • Shock- deals x points of shock damage per hit and half to mana
  • Mana- deals x points of damage to mana
  • Stamina- deals x points of damage to stamina
  • Chaos- has x% chance to deal x points of fire, frost, or shock damage per hit, requires Dragonborn

Repel:
  • Fear- targets up to level x flee
  • Banish- banishes daedra and risen undead up to level x
  • Turn Undead- undead up to level x flee

Other Effect:
  • Soul Trap- targets that die in x seconds fill weakest possible soul gem
  • Paralyze- target is paralyzed for x seconds unless resisted

Unique Effect:

  • Notched Pickaxe- smithing is x% better, only obtainable from a pickaxe with the same name at the top of the Throat of the World
  • Huntsman's Prowess- x more damage to animals, only obtainable from the woodsman's axe "Poacher's Axe"
  • Fiery Soul Trap- deals x fire damage and soul traps for x seconds, only obtainable from weapons of Fiery Souls
  • Silent Moons Enchant- deals x extra damage at night
Master Magic Overview
As stated above, there are several steps to obtain master level spells. Master level spells are the most powerful and expensive to cast. Surprisingly, however, you may not use them too often or even not at all, as most of them require both hands.

Each of the following tabs will describe in detail when and how to begin their respective quests and what to do to get the tomes. These spells will more than likely not be obtained until end-game.
Master Alteration Ritual Quest
To begin this quest, you must have your Alteration skill at least at 90 and be a member of the College of Winterhold. You need to talk to Tolfdir, the college authority on Alteration magic. He will ask you to obtain two items: Kahvozein's Fang and Dragon Heartscales. You will need to get Kahvozein's Fang from a randomly generated dungeon location. You need to retrieve the dagger from the dungeon and find a Dragon Skeleton. Kill a dragon or find one and equip the dagger in your RIGHT hand. It will not work in your left hand! The Scales will be added to your inventory immediatley. Bring the Scales to Tolfdir and he will reward you with the tome Dragonhide. You will now also be able to buy the tome Mass Paralysis.
This is what the spells do:

Dragonhide - Resist 80% of damage for 30 seconds.

Mass Paralysis - All targets near the caster that fail to resist are paralyzed for 15 seconds.
Master Conjuration Ritual Quest
To begin the quest, your Conjuration must be at 90 and be a member of the College of Winterhold. You must talk to Phinis Gestor, the college authority on Conjuration magic. He will teach you a spell to summon an unbound dremora and ask you to obtain a sigil stone from it. You will go to the area above the Hall of Attainment where the stands are set up. Summon the dremora in between the stands. He will talk to you and attack you. Kill him and re-summon him in between the stands. He will talk and attack again. Kill him and re-summon him. The third time he will submit and ask what you want. Order him to retrieve a Sigil Stone and re-summon him. He will give you the Sigil Stone, after which you need to bring it to Phinis. He will examine it for a minute and give it back, along with a Flame Thrall spell tome. You will now be able to purchase Frost Thrall, Storm Thrall, and Dead Thrall from him. Furthermore, you can take the Sigil Stone to the Atronach Forge in the Midden and place it on the stand above the deposit box.
This is what the spells do:

Flame Thrall - Permanently summons a more powerful Flame Atronach.

Frost Thrall - Permanently summons a more powerful Frost Atronach.

Storm Thrall - Permanently summons a more powerful Storm Atronach.

Dead Thrall - Permanently raises a powerful NPC, but not daedra, automatons, or undead corpses.
Master Destruction Ritual Quest
To begin the quest, your Destruction must be at level 100 and be a member of the College of Winterhold. Talk to Faralda, the college authority on Destruction magic. She will give you a book with only one page written on. The page has a riddle where the answer is the next location to travel to. Travel to the first location, Windward Ruins, activate the pedestal, which will place the tome, and cast a fire spell on it. Take the tome and read it. A new riddle will be on the next page, pointing to North Skybound Watch. Do the same thing, but cast a frost spell instead. Another riddle will be on the next page pointing to Four Skull Lookout. Same thing again, but with a shock spell. Read the tome again and you will complete the quest and obtain the Fire Storm spell. You will also now be able to buy the spells Blizzard and Lightning Storm.
Here's what the spells do:

Fire Storm - An explosion centered on the caster that does 100 points of damage and deals afterburn.

Blizzard - A constant storm of frost centered on the area cast that does 20 damage for 10 seconds to Health and Stamina.

Lightning Storm - A stream of lightning that does 75 damage and half to mana as long as it is cast. Will also disintegrate regardless of perks.
Master Illusion Ritual Quest
To begin the quest, your Illusion skill must be at 90 and be a member of the College of Winterhold. Talk to Drevis Neloran, the college authority on Illusion magic. He will teach you a spell to see what others cannot. Go to the Midden, Hall of Attainment, Hall of Countenance, and the Arcanaeum. Cast the spell and search for each book. There is one in each room. One book is on the outer west ring of the Arcanaeum on the same table as the book "Legend of the Red Eagle". One is next to a bench on the upper level of the Hall of Attainment at the stairs landing. One is on a barrel in the storage room in the Hall of Countenance. The last one is on the table next to the Atronach Forge in the Midden. Bring the books to Drevis and he will reward you with one of the four master Illusion spells.
Here's what they do:

Call to Arms - Targets have improved combat skills for 10 minutes and increased Health and Stamina by 25 points.

Harmony - Targets up to level 25 won't fight for 60 seconds unless attacked.

Hysteria - Targets up to level 25 flee for 60 seconds.

Mayhem - Targets up to level will attack anyone for 60 seconds.
Master Restoration Ritual Quest
To begin this quest, your Restoration must be 90 and be a member of the College of Winterhold. Talk to Colette Marence, the college authority on Restoration magic. She will tell you to talk to the Augur of Dulain in the Midden. He will test your true magical strength by unequipping and taking all of your items. One ghost will be summoned, then a second, then a third. You CANNOT harm the ghosts, but instead must keep yourself alive with restoration magic. At the end of the test, you will receive all of your items and the spell Bane of Undead. You will also now be able to buy the spell Guardian Circle.
This is what they do:

Bane of Undead - Undead up to level 30 are set on fire and flee for 30 seconds.

Guardian Circle - Undead up to level 35 flee and heals the caster 20 points per second inside the circle.
Perk Introduction
The next few tabs are about the perk trees for each school of magic. Some of the perks change the base attributes for most spells, for example a perk may make a spell cost less to cast or have a side effect. Enchanting will also be discussed, as it is a magical skill.
Alteration Perks
Alteration has a total of 14 perks including different levels for the same perk. The perks are described below:

Alteration Rank Perks Spells of the corresponding skill level cost half the mana to cast. 5 perks total. Level requirements: 0 (novice), 25 (apprentice), 50 (adept), 75 (expert), 100 (master).

Alteration Dual Casting Dual casting an Alteration spell overcharges the spell, making it last longer.

Magic Resistance Blocks a percentage of magic per level. 3 perks total. Rank 1 = 10%, Rank 2 = 20%, Rank 3 = 30%. Level Requirements: 30 (Rank 1), 50 (Rank 2), 70 (Rank 3).

Atronach Absorb 30% of the mana of a spell that hits you. 1 perk total. Level requirement: 100

Stability Alteration spells last 50% longer. 1 perk total. Level requirement: 70

Mage Armor Flesh spells have a higher armor rating per rank if the caster is not wearing armor. 3 perks total. Rank 1 = 100% stronger, Rank 2 = 150% stronger, Rank 3 = 200% stronger. Level requirements: 30 (Rank 1), 50 (Rank 2), 70 (Rank 3).
Conjuration Perks
Conjuration has a total of 16 perks including perks for each rank of a perk. The perks are described below:

Conjuration Rank Perks Spells with the corresponding skill rank cost half the mana to cast. 5 perks total. Level requirements: 0 (novice), 25 (apprentice), 50 (adept), 75 (expert), 100 (master).

Conjuration Dual Casting Dual casting a Conjuration spell overcharges the spell, making it last longer. 1 perk total. Level requirement: 20.

Mystic Binding Bound weapons deal more damage. 1 perk total. Level requirement: 20.

Soul Stealer Bound weapons cast soul trap. 1 perk total. Level requirement: 30.

Oblivion Binding Bound weapons banish summoned daedra and turn raised corpses. 1 perk total. Level requirement: 50.

Necromancy Greater duration for risen corpses. 1 perk total. Level requirement: 40.

Dark Souls Risen corpses have 100 more Health. 1 perk total. Level requirement: 70

Summoner Summon daedra and raise corpses further away per rank. Rank 1 = twice as far, Rank 2 = three times as far. 2 perks total. Level requirements: 30 (Rank 1), 70 (Rank 2).

Atromancy Double duration for summoned atronachs. 1 perk total. Level requirement: 40.

Elemental Potency Conjured atronachs are 50% more powerful. 1 perk total. Level requirement: 80.

Twin Souls Can summon two daedra, two corpses, or a daedra and a corpse. 1 perk total. Level requirement: 100
Destruction Perks
There are a total of 17 perks total, including perks for different ranks for a perk. The perks are described below:

Destruction Rank Perks Makes spells of the corresponding rank cost half the mana to cast. 5 perks total. Level requirements: 0 (novice), 25 (apprentice), 50 (adept), 75 (expert), 100 (master).

Rune Master Allows runes to be cast up to five times as far away. 1 perk total. Level requirement: 40

Augmented Elemental Magic Ranks Makes spells of the corresponding element do 25% more damage for the first rank and 50% more damaging for the second. 6 ranks total. Level requirements: 30 (Rank 1), 60 (Rank 2).

Intense Flames Flame spells have a chance to make enemies flee. 1 perk total. Level requirement: 50

Deep Freeze Frost spells have a chance to paralyze enemies. 1 perk total. Level requirement: 60.

Disintegrate Lightning spells have a chance to disintegrate enemies upon death. 1 perk total. Level requirement: 70

Destruction Dual Casting Dual-casting a destruction spell makes the spell more powerful. 1 perk total. Level requirement: 20.

Impact Most dual-cast destruction spells stagger enemies. 1 perk total. Level requirement: 40.
Illusion Perks
There are 13 perks total for this perk tree. The perks are described below:

Illusion Rank Perks Each perk reduces the mana cost for the corresponding spell rank. 5 perks total. Level requirements: 0 (novice), 25 (apprentice), 50 (adept), 75 (expert), 100 (master).

Animage Illusion spells work on higher level animals. 1 perk total. Level requirement: 20.

Kindered Mage Illusion spells work on higher level people. 1 perk total. Level requirement: 40.

Quiet Casting Spells from all schools and even shouts make no noise upon casting. 1 perk total. Level requirement: 50

Hypnotic Gaze Calm spells work on higher level enemies. Stacks on Kindered Mage and Animage. 1 perk total. Level requirement: 30.

Aspect of Terror Fear spells work on higher level enemies. Stacks on Kindered Mage and Animage. 1 perk total. Level requirement: 50.

Rage Frenzy spells work on higher level enemies. Stacks on Kindered Mage and Animage. 1 perk total. Level requirement: 70.

Master of the Mind Illusion spells work on Daedra, Undead, and Automatons. 1 perk total. Level requirement: 90.

Illusion Dual Casting Dual cast spells are more powerful. 1 perk total. Level requirement: 20.
Restoration Perks
There are 13 perks total, described below:

Restoration Rank Perks Al restoration spells with the corresponding rank cost half the mana to cast. 5 perks total. Level requirements: 0 (novice), 25 (apprentice), 50 (adept), 75 (expert), 100 (master).

Recovery Mana regenerates 25% faster for the first rank and 50% faster for the second. 2 ranks total. Level requirements: 30 (Rank 1), 60 (Rank 2).

Avoid Death Once a day, restores 250 points of Health if your Health falls below 10% and the damage does not kill you. 1 perk total. Level requirement: 90.

Regeneration Healing spells restore 50% more Health. 1 perk total. Level requirement: 20.

Necromage Spells of all schools are more effective against undead. 1 perk total. Level requirement: 70.

Respite Healing spells restore Stamina as well. Restores Stamina to enemies as well, due to bugs. Grand Healing restores Stamina to undead and daedra, due to bugs. 1 perk total. Level requirement: 40.

Ward Absorb Wards restore mana when hit with spells. 1 perk total. Level requirement: 60.

Restoration Dual Casting Dual casting a spell makes it more powerful. 1 perk total. Level requirement: 20.
Enchanting Perks
There are 13 perks in the Enchanting skill tree, described below:

Enchanters Enchanting is stronger 20% stronger per rank. 5 perks total. Level requirements: 0 (Rank 1), 20 (Rank 2), 40 (Rank 3), 60 (Rank 4), 80 (Rank 5).

Fire Enchanter Fire enchantments on weapons and armor are 25% stronger. 1 perk total. Level requirement: 30.

Frost Enchanter Frost enchantments on weapons and armor are 25% stronger. 1 perk total. Level requirement: 40.

Storm Enchanter Storm enchantments on weapons and armor are 25% stronger. 1 perk total. Level requirement: 50.

Insightful Enchanter Skill enchantments on armor are 25% stronger. 1 perk total. Level requirement: 50.

Corpus Enchanter Health, Mana, and Stamina enchantments on armor are 25% stronger. 1 perk total. Level requirement: 70.

Extra Effect* Can place two enchantments on any item. 1 perk total. Level requirement: 100.

Soul Squeezer Soul gems provide more mana for recharging. 1 perk total. Level requirement: 20.

Soul Siphon Death blows to animals, but not people, trap 5% of the victims soul in the weapon, recharging it. 1 perk total. Level requirement: 40.

*There is technically a way to place three enchantments on a weapon with this perk and two without. The enchantment Fiery Souls provides two effects: Fire and Soul Trap. Combined with another enchantment will add a third effect to the weapon.
Why Do I Need To Know All This?
I know, I know. What does this have to do with being a better mage? Well, a lot, actually. Knowing the right spell to cast can spell the difference between getting that awesome loot and taking an Ebony Warhammer through the spine. Different races have different resistances to different magic effects. These tabs also point out why not to specialize in a single specialization or even a single school. Knowing the right perk to unlock can also keep you alive when you need it.
What Spell To Use When
Destruction is the most relevant school for this topic. The basics are as follows:

  • Flame spells are less effective against Dunmer, Dremora and Ash Spawn and are ineffective against Flame Atronachs.
  • Frost spells are less effective against Nords and ineffective against Frost Atronachs and Ice Wraiths.
  • Storm spells are ineffective against Storm Atronachs.
  • Magic in general is less effective against most bosses and all Bretons. I suggest using summoned daedra and corpses and followers to take care of these targets.
  • Trolls have a natural weakness to flames, no matter the breed.
  • There are two main ways to deal with opposing mages: tank the magic and overwhealming them.
  • Tanking is to build up magic resistance and return the damage.
  • Overwhealming is to summon a daedra and have your follower fight them.
  • Dragons have a unique strength that can easily be turned into their most crippling weakness. Dragons use mana to use their shouts. That's how they're able to use shouts so often, so the best way to fight them is with shock magic. That's why the sword Dragonbane has a shock enchantment.

For Alteration, use the best flesh spell you have.

For Restoration, if a draugr is too annoying for you, Turn them away and use your best healing spells.

For Illusion, same as Restoration. Use the best you have if an enemy is annoying.

For Conjuration, here are a few tips:

  • Summon your best daedra that the situation calls for. Best melee for ranged enemies because that'll take the focus off of you, and best ranged for enemies at a distance for the same reason.
  • If an enemy if too close, summon a bound weapon! So what if you earn a bit to one or two-handed? All that matters is that you're alive and they're dead.
  • Remember your Soul Trap spell; it'll help with enchanting.
  • If you don't have a strong Atronach, then raise a corpse. It can be more useful in many situations.
Weapons and Armor Overview
This section goes over the weapons and armor a mage would use. While it may not be actual armor most of the time, it still counts as armor.
Weapons
There are two main weapons that a mage will use: spells and staves.

Spells
Spells are your main weapon as a mage. You will use these the most often as you play through the game. As you have read above, there are many different spells, so I have nothing really to say about this that hasn't already been said above.

Staves
Staves are really a spell as a weapon that costs Soul Gems to cast and give no practice for the same school. they can, however, be usefull, particularly the unique staves. I will list the common spells that can be in a staff below, in order of school of magic (Alteration, Conjuration, Destruction, Illusion, Restoration). I trust that you can figure out the school and effect from the names:
  • Magelight
  • Paralysis
  • Banishing
  • Daedric Command
  • Expulsion
  • Familiar
  • Flame Atronach *
  • Frost Atronach *
  • Storm Atronach
  • Zombies
  • Reanimation
  • Revenants
  • Dread Zombies
  • Soul Trapping
  • Flames
  • Firebolt *
  • Fireballs *
  • Incineration
  • Flame Wall
  • Frostbite
  • Ice Spikes *
  • Ice Storm *
  • Icy Spear
  • Frost Wall
  • Sparks
  • Lightning Bolt *
  • Chain Lightning *
  • Thunderbolts
  • Storm Wall
  • Fear
  • Vanquishment (Fear)
  • Fury
  • Frenzy
  • Calm
  • Charming (Calm)
  • Courage
  • Inspiration
  • Healing Hand
  • Mending (Heal Other)
  • Turning
    (Has several ranks listed below):
  • Minor
  • Standard (Just named "Staff of Turning")
  • Grand
  • Repulsion
    (Stronger version of Turning):
  • Standard (Just named "Staff of Repulsion")
  • Grand
*This staff has a second version that is reskined and used by Falmer.
Special Staves
These staves are unique in name, effect, or skin. Or several of these. Listed below:
  • Atherial Staff
    Summons a Dwemer Spider or a Dwemer Sphere for 60 seconds. Requires Dawnguard. One of three possible rewards for the quest Lost to the Ages.
  • Dragon Priest Staff
    Sprayed on the ground, creates a wall of fire that does 50 damage per second. Wielded by Dragon Priest Rahgot.
  • Eye of Melka
    A fiery explosion that does 40 damage in a 15 foot radius. Reward for the quest The Affairs of Hagravens.
  • Gadnor's Staff of Charming
    Targets up to level 4 will attack anything nearby for 60 seconds. Found in Crystaldrift Cave.
  • Halldir's Staff
    Calm targets up to level 12 for 60 seconds and traps their souls should they die. Found in Halldir's Cairn.
  • Hevnoraak's Staff
    Creates a wall of lightning that does 50 shock damage per second. Wielded by Dragon Priest Hevnoraak.
  • Sanguine Rose
    Summons a Dremora for 60 seconds. Reward from Daedric Prince Sanguine for the quest A Night to Remember.
  • Skull of Corruption
    Deals 20 points of damage. Deals 50 if powered by dreams. Dreams can be collected by casting the staff on sleeping targets, but it still must be recharged with soul gems. Reward from the Daedric Prince Vaermina from the quest Waking Nightmare.
  • Spider Control Rod
    Directs Aicantar's Spider to the target location. Only obtainable during the quest Hard Answers and counts as stolen. The spider it commands cannot leave the laboratory in which it is found.
  • Staff of Arcane Authority
    Targets up to level 8 flee for 60 seconds. Found in The Frozen Hearth in Winterhold during the quest Some Light Theft. Must be brought to Enthir in the College of Winterhold. May respawn.
  • Staff of Hag's Wrath
    Creates a fire wall that deals 50 points of damage per second. Found in Darklight Tower.
  • Staff of Jyrik Gauldurson
    Target takes 25 points of damage and twice to mana. Found in Saarthal during the quest Under Saarthal. Uses a different version of the lightning bolt effect that makes lerger arcs when cast.
  • Staff of Magnus
    Absorbs 20 mana per second, if the target is out of mana, absorbs health instead. Found deep within Labyrinthian during the quest The Staff of Magnus. Wielded by Dragon Priest Morokei. Hailed in lore and in game as the most powerful staff in Tamriel, and was created by Magnus himself.
  • Staff of Ruunvald
    Targets up to level 8 won't fight for 30 seconds. Found in Ruunvald Temple, wielded by Monirne.
  • Staff of Tandil
    Targets up to level 12 won't fight for 60 seconds. Location unknown.
  • Wabbajack
    The effects on the target are unpredictable. A reward from the Daedric Prince Sheogorath after the quest The Mind of Madness. The staff can be useless, powerful, or just entertaining. Any creature that the target turns into will turn back to the target either if hit or after a certain amount of time. The staff can heal enemies, but this effect is just as rare as all the others.
Armor
This tab covers armor for both Battlemages, Warlocks and Pure Mages. It will go over the best armors for each type and the best enchantments to ut on them.

Battlemage
The best armor for a Battlemage is Daedric, simply because it has the best armor rating. Nearly the full set can be obtained if you have mastered Conjuration and did the Master Conjuration Ritual Quest. Using the Atronach Forge, you can summon a full set of Daedric Armor, however there is a glitch where the boots are the varient made for Dremora, meaning that you cannot equip them, but they will still add weight to your inventory. If you bring a Daedra Heart, a Centurian Dynamo Core, a Black Soul Gem, a peice of armor of the same slot, and place them all in the offering box and pull the lever, a piece of Daedric armor of the same slot will be summoned in the middle. Again, DO NOT SUMMON THE BOOTS. They will only burden you. The following list is the enchantments that should be put on the full set for the best effectivess. There are two enchantments on each, assuming that you have the Extra Effect perk for Enchanting. If not, pick onf of the two or another effect that either amplifies your mana, decreases spell cost, or makes you more difficult to kill.
    Armor
  • Regenerate Mana
  • Fortify Health

    Boots
  • Resist Fire
  • Resist Frost

    Gauntlets
  • Fortify Mana
  • Fortify Destruction

    Helmet
  • Fortify Destruction
  • Fortify Mana

    Neclace
  • Resist Shock
  • Resist Magic

    Ring
  • Fortify Mana
  • Mana Regeneration

Warlock
The best armor for a Warlock is Dragonscale because it is, again, the best armor. The enchantments on the armor set is the same, however you can change a few to make you more difficult to detect while sneaking.

Pure Mage
The pure mage has an advantage over their armored counterparts. Not only are they faster with their robes, but Alteration makes flesh spells more effective without armor, with the perk, of course. Enchantments are more utility that agressive, like the enchantments for the other armors. A slash indicates a choice between the options.
    Hood/Hat
  • Fortify Mana
  • Fortify Destruction/Conjuration/Alteration

    Robes/Clothes
  • Regenerate Mana
  • Fortify Destruction/Conjuration/Restoration

    Gloves
  • Fortify Mana
  • Mana Regeneration

    Boots/Shoes
  • Resist Magic
  • Resist Shock

    Ring
  • Resist Frost
  • Fortify Mana

    Neclace
  • Resist Fire
  • Mana Regeneration
Dragon Priest Masks and Daedric Artifacts
This tab goes over items of power thoughout Skyrim and Solstheim, ranging from weapons to armor to other trinkets and tressures.

Dragon Priest Masks
May as well go over these great things first. The Masks belonged to ancient nords who praised the Dragons as gods. Their masks were used as a form of badge of office. NOTE: Any tempermant you place on the masks WILL be lost once placed on the bust in Boormanjur.

Hevnoraak
The wearer of this mask is immune to all poisons and diseases. The mask is iron and found on the priest with the same name. The ruin is called Valthume in the Reach. He wields a "unique" staff previously written about.

Krosis
The wearer gains a 20% bonus to Archery, Alchemy and Lockpicking. The mask is found at Shearpoint on the priest with the same name. He is quite powerful in terms of magic and should be approached with caution and fought with lightning magic or a high percentage of storm resistance.

Morokei
The wearer regenerates magic 100% faster (twice as fast than naturally). Again, the mask is on the priest with the same name in Labyrinthian. It can only be obtained during the College of Winterhold questline. He wields the Staff of Magnus and should be fought very aggresively and killed as quick as possible.

Nahkriin
The wearer gains 20 more mana and Destruction and Restoration Spells cost 20% less to cast. This is the only mask that does not appear on the map, as Skuldafn does not have a map marker and can only be traveled to during the Main questline. He guards Alduin's Portal and wields a staff needed to reopen the portal. Again, quite powerful and should be dealt with as quickly as possible.

Otar
The wearer resists 20% of Fire, Frost and Storm magic. The mask is found in Ragnvald. To fight the priest, you need two special "keys" found in the ruin. Retrieve them and unlock his coffin. Kill him quickly with Daedra, Undead and/or followers.

Rahgot
The wearer recieves 70 more points of stamina. The mask is in Forelhost and the ruin is quest-locked. The high elf "officer" waiting outside will give you the quest. This is an artifact of... lesser power in my opinion unless your character relies on stamina.

Vokun
The wearer's Illusion, Conjuration and Alteration spells cost 20% less to cast. The mask is in High Gate Ruins. The ruin has a warlock inside that will help you fight through the ruin and kill the priest and reward you with the spell "Flaming Familiar".

Volsung
The wearer breathes underwater and can carry 20 more points and prices are 20% better. The mask is found in Volskygge. A good mask for traveling and shopping, in my opinion.

Konahrik
When the wearer's health is low, there is a chance that the mask will heal the wearer and grant a brief fire cloak, and has an ever rarer chance to summon a spectral Dragon Priest to aid the wearer. It is found in Boormanjur Sanctuary in Labyrinthian. It can only be obtained if you have the other eight masks and the Wooden mask (which will not be until you have beaten the Main Quest and the College of Winterhold Questline).

Daedric Artifacts
Yeah, you knew these were going to show up. I mean, it's a list of items of power, it's kind of expected. I will list each item and its alternate reward if it has one, along with it's effects and where to start the quest to obtain it.

Azura: Azura's Star or The Black Star
Azura's Star has the ability to trap a soul of up to Grand in quality and wil not break when used. The Black Star will trap the soul of any NPC and will not break when used. To begin the quest, head to Azura's Shrine. NOTE: The Black Star is NOT a daedric artifact, so it will not contribute to the achievement. It is a corrupted artifact.

Boethiah: Ebony Mail
The Ebony Mail has the ability to make the wearer move more quietly and poison nearby enemies for 5 points per second. The quest begins at Boethiah's Shrine.

Clavicus Vile: Masque of Clavicus Vile or The Rueful Axe
The Masque grants the wearer with 20% better prices, persuasion attempts are 10% easier and mana regenerates 5% faster. The Axe does 20 points of damage to stamina. Head to Falkreath to begin the quest. NOTE: The Axe is NOT a daedric artifact, so it will not contribute to the achievement. It is a form of bribery from the other party in the quest.

Hermaeus Mora: The Oghma Infinium
The reader of this book gains experience in whatever chapter they read, be it Might, Magic, or Shadow. Head to the Outpost north of Winterhold to begin the quest.

Hircine: The Savior's Hide and/or The Ring of Hircine
The Hide grants 15% magic resistance and 50% poison resistance. The Ring grants multiple Werewolf transformations, assuming that the wearer is a Werewolf. The Hide is NOT a daedric artifact, but there is a way of obtaining both by recieving the Ring and then killing the other party. The quest begins in Falkreath as well. Ask the man at the graveyard about his daughter.

Malacath: Volendrung
The Hammer steals 50 points of stamina from whoever it strikes and transfers it to the wielder. The quest begins in Largashbur from a cursed Orc tribe.

Mehrunes Dagon: Mehrunes' Razor
The Dagger has a small chance to instantly kill any target struck with it and has an infinite number of uses, in terms of enchantment. The quest begins in a museum in Dawnstar at level 10 or higher.

Mephala: The Ebony Blade
The Blade absorbs 10 points of health with each strike, but has a unique mechanic: if you kill a friend of yours, meaning a follower of someone you have done a favor for, the Blades power will increase by 4 points for every 2 friends you kill, until it reached its full power at 10 victims. The quest begins in the Bannered Mare in Whiterun.

Meridia: Dawnbreaker
The Bade sets a target on fire for 10 points, but undead have a chance of triggering an explosion when killed with the Blade, doing 10 extra damage to nearby undead. NOTE: If you are a Vampire and maybe a Werewolf (still unsure if they count as undead), it will harm you as well. The quest begins in a random dungeon when you find Meridia's Beacon.

Molag Bal: The Mace of Molag Bal
The Mace damages mana and stamina for 20 points and traps the target's soul for 3 seconds. The quest begins in Markarth when you speak to a Vigilant about an abandoned house.

Namira: The Ring of Namira
The Ring increases the wearer's stamina by 50 points and allows the wearer to eat part of the corpses of dead, NOT UNDEAD, NPCs for health restoration and increased health regeneration. The quest begins in Understone Keep in Markarth by investigating the Hall of the Dead.

Nocturnal: The Skeleton Key
The Key acts as a lockpick that cannot be broken, however it is not a reward. It is obtained by killing the one who has it and is to be returned to Nocturnal's Temple (this is not it's name, but will be refered to as this for spoiler purposes). The quest is part of the Thieves Guild Questline and will start in Riften (again, to avoid spoilers). The Key can be held onto for any amount of time until the wielder chooses to return it. If you invest perks into lockpicking, I recomend holding onto it until you recieve the Unbreakable perk. The Key is exchanged with Nocturnal for his/her blessing.

Peryite: Spellbreaker
The Shield raises a ward when blocking that will protect against up to 50 points of magic. The quest begins at Peryite's Shrine.

Sanguine: Sanguine's Rose
This Staff was written about earlier, under the tab "Weapons". The quest begins at a random Inn with a simple drinking game.

Sheogorath: Wabbajack
This Staff was written about earlier, under the tab "Weapons". The quest begins in the Blue Palace in Solitude.

Vaermina: Skull of Corruption
This Staff was written about earlier, under the tab "Weapons". The quest begins in Dawnstar by speaking to a Dunmer priest in the Inn. It can be destroyed.
Closing Thoughts
That about wraps up this guide. If you follow this guide, then you will be powerful enough to bring Alduin, Miraak, Harkon, and all of the Dragon Priests to their knees at the same time. To all those who don't understand this, you'll be very powerful. If you know an aspect of magic that I did not cover, then please let me know! I will add another tab after this one if I didn't cover it or I see it as important enough.
Author Edits
This tab is for edits I make to the guide. It will consist of personal additions to the guide as well as relivant suggestions from you, the readers.

Another important thing to know about magic is that it can be quite expensive. Spell tomes are going to be the top of your shopping list, followed by enchanted gear and potions. I recommend that you take as much gear as you can carry and sell it to the local blacksmith, then use the profits to buy tomes and other mage gear, like robes and potions. This addition was added on February 3rd, 2016.

Another recommendation would be to learn magic slowly. By which I mean don't blow all your gold on spells and robes the second they become available. When a new tier of spells becomes available, let them be for a level or two because chances are that you won't be able to cast them like you just killed a chicken yet (bonus points if you got that or thought it was funny [it probably wasn't ;_;] {whatever, I don't care}]), so just take your time learning magic, but not to the point where you're only spell is Flames at level 30. Like Tolfdir says: "Eagerness must be tempered with caution, or else disaster is inevitable." This addition was added on February 3rd, 2016.

The Guide was proof-read earlier and all spelling and grammar mistakes were fixed. This addition was added on February 4th, 2016

I am considering making a guide to all of the daedra in The Elder Scrolls that appear in-game, going over the Daedric Princes and their unholy servants. If you want me to make this guide, then let me know in the comments below and rank the guide. If I get enough positive feedback, I will make the guide and try to get some pictures. This addition was added on February 6th, 2016.

My recomendation on spell use is to not use a spell unless you have the same rank perk for it. For example, don't go casting Ebonyflesh if you only have the Adept Alteration Perk. Also, use the same elemental spell as the Atronach you summoned. You don't want to kill it by mistake or worse, anger it. This addition was made on February 18th, 2016.

Added tabs going over weapons and armor. Will add a tab soon going over items of power that one might want to obtain. This addition was made on February 21st, 2016.
28 Comments
UnlivingEnd 25 Jul, 2021 @ 10:33am 
Too complicated?! Skyrims' magic is the one of the most basic mechanics in a game made exclusively of basic bitch mechanics. The entire game is just a fisher price toy on a disc. I have never played a more simple action '''''''''''''''''''''''''''RPG"""""""""""""""" in my entire life. Prioritize magicka, throw a point into health once in a while, ignore stamina. If you find yourself dyeing often either conjure something or use a companion as a meat shield. Potions practically rain from the sky and gold does the same. You're welcome.
liamflip 20 Feb, 2021 @ 4:30am 
nah mages are cringe
Sly-Scale 7 Sep, 2020 @ 3:11pm 
Elsweyr Fondue is the cream of the crop.
-It grants +100 max magicka and +25% magicka regeneration. A serious mage will always be on the lookout for Eidar cheese wheels, ale, and moon sugar.
-A rich source of the cheese wheels can be found in Solitude's warehouse, in a wall by the docks. It's trespassing and at least two guards are posted, so take precautions. Many private homes and some inns/general stores also provide cheese wheels. It has to be whole WHEELS, and no less.
-Ale is everywhere, you hardly have to go out of your way for it. Just think about it regularly.
-Moon sugar is the trickiest. You'll need a powerful income to afford blowing 1500+ gold at a time whenever you see Khajiit merchants. (Of course, you could cheat by looting the snow-buried chest between foliage and a cliff in Dawnstar .)
Atticus Mortimer 24 Jul, 2019 @ 9:00pm 
thanks for not removing it:pleased:
Spiders  [author] 24 Jul, 2019 @ 12:41am 
Maybe, but it's a few years old and I don't really feel like changing it now.
Atticus Mortimer 24 Jul, 2019 @ 12:39am 
your intro was to mean :steamsad:
geigda 7 Mar, 2017 @ 3:43pm 
Your Welcome
Spiders  [author] 7 Mar, 2017 @ 12:50pm 
@geigda Thank you for letting me know.
geigda 6 Mar, 2017 @ 10:33am 
The Staff of Hag's Wrath is at Darklight Tower.
Spiders  [author] 5 Nov, 2016 @ 6:10pm 
To anyone who is following this thread of comments and plays Oblivion, I'm making a guide for Oblivion's magic that includes a beastiary of the daedra of Oblivion as well as a few other things that I feel concern magic. I don't see it being done for a while, but keep an eye out for it, regardless.